affection/src/Affection.hs
2017-11-26 20:25:06 +01:00

184 lines
5.4 KiB
Haskell

{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE BangPatterns #-}
module Affection
( withAffection
, get
, getAffection
, putAffection
-- , withWindow
-- , withDefaultWindow
, delaySec
, get
, put
, module A
) where
import SDL (($=))
import qualified SDL
import qualified SDL.Internal.Numbered as SDL (toNumber)
import qualified SDL.Raw as Raw
-- import qualified GEGL as G
import Data.Maybe
import Data.IORef
import System.Clock
import Control.Monad.Loops
import Control.Monad.State
import Foreign.C.Types (CInt(..))
import Foreign.Storable (peek)
import Debug.Trace
import Affection.Types as A
-- import Affection.Draw as A
-- import Affection.Particle as A
import Affection.StateMachine as A
import Affection.MouseInteractable as A
-- import Affection.Property as A
-- import Affection.Actor as A
-- import Affection.Animation as A
import Affection.Util as A
import Affection.MessageBus.Class as A
import Affection.MessageBus.Message as A
import Affection.MessageBus.Engine as A
import Affection.MessageBus.Util as A
import Graphics.Rendering.OpenGL as GL (clear, flush, ClearBuffer(..))
-- import qualified BABL as B
-- | Main function which bootstraps everything else.
withAffection
:: AffectionConfig us -- ^ Configuration of the Game and its engine.
-> IO ()
withAffection AffectionConfig{..} = do
-- intialiaze SDL
case initComponents of
All ->
SDL.initializeAll
Only is ->
SDL.initialize is
-- G.gegl_init
-- give SDL render quality
SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
-- just checking…
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
putStrLn "Warning: Linear texture filtering not enabled!"
-- construct window
window <- SDL.createWindow windowTitle windowConfig
SDL.showWindow window
context <- SDL.glCreateContext(window)
-- -- create renderer
-- renderer <- SDL.createRenderer
-- window
-- (-1)
-- SDL.defaultRenderer
-- -- make draw texture
-- texture <- SDL.createTexture
-- renderer
-- SDL.ABGR8888
-- SDL.TextureAccessStreaming
-- (case canvasSize of
-- Just (cw, ch) -> (SDL.V2
-- (CInt $ fromIntegral cw)
-- (CInt $ fromIntegral ch)
-- )
-- Nothing ->
-- SDL.windowInitialSize windowConfig
-- )
-- -- make draw surface
-- -- pixelFormat <- liftIO $ peek . Raw.surfaceFormat =<< peek ptr
let SDL.V2 (CInt rw) (CInt rh) = SDL.windowInitialSize windowConfig
(w, h) = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (fromIntegral rw, fromIntegral rh)
-- -- stride = fromIntegral (Raw.pixelFormatBytesPerPixel pixelFormat) * w
-- bablFormat = B.PixelFormat B.RGBA B.CFu8
-- cpp = B.babl_components_per_pixel bablFormat
-- !stride = cpp * w
-- format <- B.babl_format bablFormat
-- get current time
SDL.setWindowMode window initScreenMode
SDL.swapInterval $= SDL.SynchronizedUpdates
execTime <- getTime Monotonic
initContainer <- (\x -> AffectionData
{ quitEvent = False
, userState = x
, drawWindow = window
, glContext = context
-- , windowRenderer = renderer
-- , drawTexture = texture
-- , drawFormat = format
, drawDimensions = case canvasSize of
Just (cw, ch) -> (cw, ch)
Nothing -> (w, h)
, screenMode = initScreenMode
-- , drawStride = stride
-- , drawCPP = cpp
-- , drawStack = []
, elapsedTime = 0
, deltaTime = 0
, sysTime = execTime
, pausedTime = False
}) <$> loadState
(_, nState) <- runStateT ( A.runState $ do
preLoop
whileM_ (do
current <- get
return $ not $ A.quitEvent current
)
(do
-- get state
ad <- get
-- Measure time difference form last run
now <- liftIO $ getTime Monotonic
let lastTime = sysTime ad
-- -- clean draw requests from last run
-- MP.mapM_ (invalidateDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad)
-- clean the renderer form last time
-- SDL.clear renderer
-- compute dt and update elapsedTime
let !dt = fromIntegral (toNanoSecs $ diffTimeSpec lastTime now) / (10 ^ 9)
!ne = elapsedTime ad + dt
put $ ad
-- { drawStack = []
{ elapsedTime = ne
, deltaTime = dt
}
-- poll events
evs <- preHandleEvents =<< liftIO SDL.pollEvents
mapM_ eventLoop evs
-- execute user defined update loop
unless (pausedTime ad) (updateLoop dt)
-- execute user defined draw loop
liftIO $ GL.clear [ColorBuffer, DepthBuffer]
drawLoop
liftIO $ flush
-- handle all new draw requests
ad2 <- get
-- clear <- catMaybes <$>
-- mapM (handleDrawRequest (drawStride ad) (drawCPP ad)) (drawStack ad2)
-- -- save all draw requests to clear in next run
-- put $ ad2
-- { drawStack = clear }
-- actual drawing
SDL.glSwapWindow window
-- SDL.present (windowRenderer ad2)
-- save new time
ad3 <- get
when (sysTime ad == sysTime ad3) (
put ad3
{ sysTime = now
}
)
)
) initContainer
-- G.gegl_exit
cleanUp $ userState nState
SDL.destroyWindow window
SDL.quit